

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "editor-support/cocostudio/CCSGUIReader.h"

#include "ui/CocosGUI.h"
#include "SimpleAudioEngine.h"
#include "Global.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/jni/JniHelper.h"
#endif
#include "GameScene.h"
//#include "Cocos2dx/Common/CCUMSocialSDK.h"
//#include "Cocos2dx/ShareButton/UMShareButton.h"
//USING_NS_UM_SOCIAL;
using namespace cocos2d::ui;
using namespace cocostudio;
using namespace cocos2d;
class HelloWorld : public cocos2d::Layer
{
public:
    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();
    
    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
    virtual bool init();
    
    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);
    void startGame(Ref *pSender,TouchEventType type);
    void optionDialog(Ref *pSender,TouchEventType type);
    void historyDialog(Ref *pSender,TouchEventType type);
    void closeDialog(Ref *pSender,TouchEventType type);
    void changeMusicState(Ref* sender,CheckBoxEventType type);
    void sliderchangecallBack(Ref * sender,SliderEventType type);
    void openAboutDialog(Ref * sender,TouchEventType type);
    Widget* aboutDialog;
    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
    //锟斤拷锟斤拷锟斤拷Android平台锟铰的凤拷锟截硷拷锟斤拷锟?
    virtual void keyBackClicked(EventKeyboard::KeyCode keyCode, Event* event);
    
    
};




#endif // __HELLOWORLD_SCENE_H__
